Scripted effect
accolade_squire_training_effect
accolade_squire_training_effect = yesgame/common/scripted_effects/00_accolades_scripted_effects.txt, line 4377 (2682 lines). No parameters.
accolade_squire_training_effect is a scripted effect in Crusader Kings III, written at line 4377 of its file. It takes no parameters: accolade_squire_training_effect = yes. The game's script calls it in 1 place, among them yearly_playable_pulse (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_accolades_scripted_effects.txt.
The comment above it in the file
train chars in acclaimed knight's court Inside Accolade scope
What it does
pick_accolade_type_effect = yesacclaimed_knight = { … }If a check the game hides passes: the same again (1 line)
acclaimed_knight = { … }
If a check the game hides passes: the same again (1 line)
acclaimed_knight = { … }
If
a check the game hides
Then
scope:squire:- …% chance of:
If
- scope:accolade: Accolade squires quality at least 60
Then
- 1 of 4 things will happen:
- 25%: Nothing else happens
- 25%: Nothing else happens
- 25%: Nothing else happens
- 25%: Nothing else happens
Else if
scope:accolade:scope:type = accolade_type:vanguard_attribute
Then
- 1 of 2 things will happen:
- 67%: Nothing else happens
- 33%: Nothing else happens
Else if
scope:accolade:scope:type = accolade_type:besieger_attribute
Then
- 1 of 3 things will happen:
- 50%: Nothing else happens
- 33%: Nothing else happens
- 17%: Nothing else happens
- scope:owner › scope:squire:
- If does not have the Trait: scope:personality trait add: Gains the Trait scope:personality trait add
- If number of personality traits more than 3: Loses the Trait scope:personality trait remove
If
scope:accolade:- Accolade squires quality at least 80
scope:type = accolade_type:politicker_attribute
Then
add_diplomacy_skill = 2
Else if
scope:accolade:- Accolade squires quality at least 80
scope:type = accolade_type:tactician_attribute
Then
add_martial_skill = 2
Else if
scope:accolade:- Accolade squires quality at least 80
scope:type = accolade_type:reeve_attribute
Then
add_stewardship_skill = 2
Else if
scope:accolade:- Accolade squires quality at least 80
scope:type = accolade_type:manipulator_attribute
Then
add_intrigue_skill = 2
Else if
scope:accolade:- Accolade squires quality at least 80
One of these
scope:type = accolade_type:mentor_attributeor
scope:type = accolade_type:gunpowder_attribute
Then
add_learning_skill = 2
Else if
scope:accolade:- Accolade squires quality at least 60
scope:type = accolade_type:politicker_attribute
Then
add_diplomacy_skill = 1
Else if
scope:accolade:- Accolade squires quality at least 60
scope:type = accolade_type:tactician_attribute
Then
add_martial_skill = 1
Else if
scope:accolade:- Accolade squires quality at least 60
scope:type = accolade_type:reeve_attribute
Then
add_stewardship_skill = 1
Else if
scope:accolade:- Accolade squires quality at least 60
scope:type = accolade_type:manipulator_attribute
Then
add_intrigue_skill = 1
Else if
scope:accolade:- Accolade squires quality at least 60
One of these
scope:type = accolade_type:mentor_attributeor
scope:type = accolade_type:gunpowder_attribute
Then
add_learning_skill = 1
If
scope:accolade:scope:type = accolade_type:archer_attribute
Then
If
- scope:accolade.accolade_owner › Any held title:
- Title tier exactly County
is_landless_type_title = no- Any county province:
One of these
terrain = forestor
… (more in the script below)
- … (more in the script below)
- scope:accolade.accolade_owner › Any held title:
- … (more in the script below)
• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists
“They” is whatever it runs on (the scope it is called in). The scripted triggers and effects it calls link to their own pages; $PARAMETERS$ stay as written: each call fills them in.
The script as written (120 lines of game script)
accolade_squire_training_effect = {
save_scope_as = accolade
accolade_owner = {
save_scope_as = owner
}
pick_accolade_type_effect = yes
#PICK A SQUIRE TO TRAIN
#First, pick from the knight's wards
acclaimed_knight = {
save_scope_as = acclaimed_knight
ordered_relation = {
order_by = prowess
type = ward
limit = {
this = scope:owner
valid_squire_for_accolade_trigger = { KNIGHT = scope:acclaimed_knight }
}
alternative_limit = {
is_close_family_of = scope:owner
valid_squire_for_accolade_trigger = { KNIGHT = scope:acclaimed_knight }
}
alternative_limit = {
exists = scope:owner.dynasty
dynasty = scope:owner.dynasty
valid_squire_for_accolade_trigger = { KNIGHT = scope:acclaimed_knight }
}
alternative_limit = {
valid_squire_for_accolade_trigger = { KNIGHT = scope:acclaimed_knight }
}
save_scope_as = squire
}
}
#Then, pick from the knight's children
if = {
limit = {
NOT = {
exists = scope:squire
}
}
acclaimed_knight = {
ordered_child = {
order_by = prowess
limit = {
this = scope:owner
valid_squire_for_accolade_trigger = { KNIGHT = scope:acclaimed_knight }
}
alternative_limit = {
is_close_family_of = scope:owner
valid_squire_for_accolade_trigger = { KNIGHT = scope:acclaimed_knight }
}
alternative_limit = {
exists = scope:owner.dynasty
dynasty = scope:owner.dynasty
valid_squire_for_accolade_trigger = { KNIGHT = scope:acclaimed_knight }
}
alternative_limit = {
scope:accolade = {
has_variable_list = accolade_squire_chars
}
save_temporary_scope_as = squire_temp
scope:accolade = {
any_in_list = {
variable = accolade_squire_chars
this = scope:squire_temp
}
}
valid_squire_for_accolade_trigger = { KNIGHT = scope:acclaimed_knight }
}
alternative_limit = {
valid_squire_for_accolade_trigger = { KNIGHT = scope:acclaimed_knight }
}
save_scope_as = squire
}
}
}
#Then, pick from the knight's siblings
if = {
limit = {
NOT = {
exists = scope:squire
}
}
acclaimed_knight = {
ordered_sibling = {
order_by = prowess
limit = {
this = scope:owner
valid_squire_for_accolade_trigger = { KNIGHT = scope:acclaimed_knight }
}
alternative_limit = {
is_close_family_of = scope:owner
valid_squire_for_accolade_trigger = { KNIGHT = scope:acclaimed_knight }
}
alternative_limit = {
exists = scope:owner.dynasty
dynasty = scope:owner.dynasty
valid_squire_for_accolade_trigger = { KNIGHT = scope:acclaimed_knight }
}
alternative_limit = {
scope:accolade = {
has_variable_list = accolade_squire_chars
}
save_temporary_scope_as = squire_temp
scope:accolade = {
any_in_list = {
variable = accolade_squire_chars
this = scope:squire_temp
}
}
valid_squire_for_accolade_trigger = { KNIGHT = scope:acclaimed_knight }
}
alternative_limit = {
valid_squire_for_accolade_trigger = { KNIGHT = scope:acclaimed_knight }
}
save_scope_as = squire
}
}
}As written in game/common/scripted_effects/00_accolades_scripted_effects.txt.
The first 120 of its 2682 lines; the rest is in game/common/scripted_effects/00_accolades_scripted_effects.txt from line 4377.
Where it is used
Every place in common/, events/ and history/ that calls accolade_squire_training_effect.
On actions (the game's own hooks) (1)
- yearly_playable_pulse
Source: game/common/scripted_effects/00_accolades_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.